// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2010-03-04 15:44:01 by stolfi // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_marrom_escuro = texture{ pigment{ color rgb < 0.92, 0.64, 0.51 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_verde = texture{ pigment{ color rgb < 0.47, 0.79, 0.47 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_fosca = texture{ pigment{ color rgb < 1.00, 0.80, 0.10 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_outro_verde = texture{ pigment{ color rgb < 0.14, 0.90, 0.35 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_teste = texture{ pigment{ color rgb < 2.54, 2.54, 2.54 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_espelho = texture{ pigment{ color rgb < 1.00, 0.85, 0.30 > } finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 } } #declare tx_vidro = texture{ pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 } finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.005 } } #declare tx_xadrez = texture{ pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > } finish{ diffuse 0.9 ambient 0.1 } scale 2.0 } // ====================================================================== // DESCRIÇÃO DA CENA #declare raio = 2.000; // Partes da cena: #macro gato_dancando(fase) //0.0 inicio do passo e 1.0 fim do passo union{ object {gato(angA[fase],angB[fase],angC[fase],angD[fase],-90,-90,angE[fase],angF[fase],angG[fase],angH[fase])} }#end #macro interpola (f0,v0,f1,v1,f) union{ #local ss = (f-f0)/(f1-f0); #local rr = (1-ss); (rr*v0 + ss*v1) }#end #macro quadro_anterior(fase) union{ #local i = 0; #while (i= fase) & (i=NQ-1)) #local resp = i; #end #local i = i+1; #end (resp) }#end #macro gato(a,b,c,d,e,f,grau1,grau2,grau3,grau4) union{ object{ eixos(3.00) } object{ bolota translate < 0,1,10 > texture{ tx_plastico } } object{ pinao translate < 0,1,4 > texture{ tx_plastico } } object{ orelha translate < 0,0,11.5 > texture{ tx_plastico } } object{ orelha translate < 0,2,11.5 > texture{ tx_plastico } } object{perna1(a,b) rotate grau1 *x translate < 0,0,4>} object{perna1(c,d) rotate grau2 *x scale <+1,-1,+1> translate < 0,2,4> } object{braco1(e) rotate grau3*z translate < 0,2.5,7 >} object{braco1(f) rotate grau4*z scale <+1,-1,+1> translate < 0,-0.5,7 >} }#end #macro perna1(grau, grau2) union{ object{ pino_deitado translate < 0,-2,0> texture{ tx_plastico } } object{perna2(grau2) rotate grau *x } }translate < 0,2,0>#end #macro perna2(grau) union{ object{ pino_deitado translate < 0,-2,0> texture{ tx_plastico } } object{pe() rotate grau *x } } translate < 0,2,0>#end #macro pe() union{ object{ pino_deitado translate < 0,0,0 > texture{ tx_plastico } } }#end #macro braco1(grau) union{ object{ pino_deitado translate < 0,-2,0 > texture{ tx_plastico } } object{braco2() rotate grau *z }//4.5 }translate < 0,2,0 > #end #macro braco2() union{ object{ pino_deitado translate <0,0,0> texture{ tx_plastico } } }#end #declare NQ = 6; //número de quadros #declare angA = array [NQ]; #declare angB = array [NQ]; #declare angC = array [NQ]; #declare angD = array [NQ]; #declare angE = array [NQ]; #declare angF = array [NQ]; #declare angG = array [NQ]; #declare angH = array [NQ]; #declare angA[0] = 0; #declare angA[1] = 0; #declare angA[2] = 0; #declare angA[3] = -45; #declare angA[4] = 0; #declare angA[5] = 0; #declare angB[0] = -90; #declare angB[1] = 0; #declare angB[2] = -125; #declare angB[3] = -90; #declare angB[4] = 0; #declare angB[5] = -90; #declare angC[0] = 0; #declare angC[1] = 0; #declare angC[2] = 0; #declare angC[3] = -45; #declare angC[4] = 0; #declare angC[5] = 0; #declare angD[0] = -90; #declare angD[1] = 0; #declare angD[2] = -125; #declare angD[3] = -90; #declare angD[4] = 0; #declare angD[5] = -90; #declare angE[0] = 270; #declare angE[1] = 270; #declare angE[2] = 270; #declare angE[3] = 270; #declare angE[4] = 220; #declare angE[5] = 270; #declare angF[0] = 270; #declare angF[1] = 270; #declare angF[2] = 270; #declare angF[3] = 270; #declare angF[4] = 220; #declare angF[5] = 270; #declare angG[0] = 20; #declare angG[1] = 0; #declare angG[2] = -15; #declare angG[3] = -45; #declare angG[4] = -15; #declare angG[5] = 20; #declare angH[0] = 20; #declare angH[1] = 0; #declare angH[2] = -15; #declare angH[3] = -45; #declare angH[4] = -15; #declare angH[5] = 20; #declare tempo = array[NQ]; #declare tempo[0] = 0.0; #declare tempo[1] = 0.2; #declare tempo[2] = 0.4; #declare tempo[3] = 0.6; #declare tempo[4] = 0.8; #declare tempo[5] = 1.0; #declare bolinha = sphere{ < 0,0,0 >, 0.60 } #declare dinheiro = box{ <0,0,0>, <1,1,1.4> texture{ tx_verde} } #declare bolota = sphere{ < 0,0,0 >, 2.00 } #declare biscoito = torus{ 0.6, 0.4} #declare bola = sphere{ < 0.00, 0.00, 0.00 >, raio texture{ tx_plastico } } #declare pino = cylinder{ < 0, 0,0 >, < 0, 0,2 >, 0.75 texture{ tx_fosca } } #declare orelha = cone { <0, 0, 0>, 0.5 // Center and radius of one end <0, 0, 2>, 0.0 // Center and radius of other end texture { tx_fosca } } #declare pinao = cylinder{ < 0, 0,0 >, < 0, 0,4 >, 1.5 texture{ tx_fosca } } #declare pino_deitado = cylinder{ < 0, 0,0 >, < 0, 2,0 >, 0.75 texture{ tx_fosca } } #declare furo = cylinder{ < -1.00, -2.00, -2.00 >, < +1.00, +2.00, +1.00 >, 0.75*raio texture{ tx_fosca } } #declare chao = box{ <-20,-20,-1>, <+20,+20,0> } #include "eixos.inc" // Aqui está a cena, finalmente: union{ object{ eixos(3.00) } /*object{gato_dancando(2) translate <0,6,0> }*/ } #include "camlight.inc" #declare centro_cena = < 2.00, 2.00, 3.00 >; #declare raio_cena = 27.0; #declare dir_camera = < 20, 9, 19.00 >; #declare dist_camera = 16.0; #declare intens_luz = 1.00; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)